3
cbuffer ApplyForcesCB : register( b0 )
12
StructuredBuffer<int> g_vertexClothIdentifier : register( t0 );
13
StructuredBuffer<float4> g_vertexNormal : register( t1 );
14
StructuredBuffer<float> g_vertexArea : register( t2 );
15
StructuredBuffer<float> g_vertexInverseMass : register( t3 );
16
// TODO: These could be combined into a lift/drag factor array along with medium density
17
StructuredBuffer<float> g_clothLiftFactor : register( t4 );
18
StructuredBuffer<float> g_clothDragFactor : register( t5 );
19
StructuredBuffer<float4> g_clothWindVelocity : register( t6 );
20
StructuredBuffer<float4> g_clothAcceleration : register( t7 );
21
StructuredBuffer<float> g_clothMediumDensity : register( t8 );
23
RWStructuredBuffer<float4> g_vertexForceAccumulator : register( u0 );
24
RWStructuredBuffer<float4> g_vertexVelocity : register( u1 );
26
float3 projectOnAxis( float3 v, float3 a )
31
[numthreads(128, 1, 1)]
33
ApplyForcesKernel( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex )
35
unsigned int nodeID = DTid.x;
36
if( nodeID < numNodes )
38
int clothId = g_vertexClothIdentifier[nodeID];
39
float nodeIM = g_vertexInverseMass[nodeID];
43
float3 nodeV = g_vertexVelocity[nodeID].xyz;
44
float3 normal = g_vertexNormal[nodeID].xyz;
45
float area = g_vertexArea[nodeID];
46
float3 nodeF = g_vertexForceAccumulator[nodeID].xyz;
48
// Read per-cloth values
49
float3 clothAcceleration = g_clothAcceleration[clothId].xyz;
50
float3 clothWindVelocity = g_clothWindVelocity[clothId].xyz;
51
float liftFactor = g_clothLiftFactor[clothId];
52
float dragFactor = g_clothDragFactor[clothId];
53
float mediumDensity = g_clothMediumDensity[clothId];
55
// Apply the acceleration to the cloth rather than do this via a force
56
nodeV += (clothAcceleration*solverdt);
58
g_vertexVelocity[nodeID] = float4(nodeV, 0.f);
60
float3 relativeWindVelocity = nodeV - clothWindVelocity;
61
float relativeSpeedSquared = dot(relativeWindVelocity, relativeWindVelocity);
63
if( relativeSpeedSquared > epsilon )
65
// Correct direction of normal relative to wind direction and get dot product
66
normal = normal * (dot(normal, relativeWindVelocity) < 0 ? -1.f : 1.f);
67
float dvNormal = dot(normal, relativeWindVelocity);
70
float3 force = float3(0.f, 0.f, 0.f);
71
float c0 = area * dvNormal * relativeSpeedSquared / 2.f;
72
float c1 = c0 * mediumDensity;
73
force += normal * (-c1 * liftFactor);
74
force += normalize(relativeWindVelocity)*(-c1 * dragFactor);
76
float dtim = solverdt * nodeIM;
77
float3 forceDTIM = force * dtim;
79
float3 nodeFPlusForce = nodeF + force;
81
// m_nodesf[i] -= ProjectOnAxis(m_nodesv[i], force.normalized())/dtim;
82
float3 nodeFMinus = nodeF - (projectOnAxis(nodeV, normalize(force))/dtim);
84
nodeF = nodeFPlusForce;
85
if( dot(forceDTIM, forceDTIM) > dot(nodeV, nodeV) )
88
g_vertexForceAccumulator[nodeID] = float4(nodeF, 0.0f);
b'\\ No newline at end of file'